'wii'에 해당되는 글 8건

  1. 2009.03.25 Is The iPhone A Bigger Game Changer Than The Wii? by CEOinIRVINE
  2. 2009.03.25 Will OnLive Kill The Game Console? by CEOinIRVINE
  3. 2009.01.08 Why Xbox, PS3 Fell Behind Wii by CEOinIRVINE
  4. 2008.12.16 Why You Need Wii Accessories by CEOinIRVINE
  5. 2008.12.16 How To Have Wii Fun by CEOinIRVINE
  6. 2008.12.10 Nintendo products top Amazon's list of videogame best sellers. by CEOinIRVINE
  7. 2008.11.21 Don't waste Electricity with Consle Games by CEOinIRVINE
  8. 2008.11.13 Recession-Proof Wii by CEOinIRVINE

There’s a consensus that Nintendo forever changed the video-game industry when it launched the Wii in 2006, since, even with its simple graphics and thin library of “hardcore” games, it quickly eclipsed sales of the PS3 and Xbox 360.

One gaming exec says that the iPhone is an even bigger game-changer. Ngmoco founder and chief executive Neil Young kicked off the Game Developers Conference by saying that the launch of the iPhone was as big a gaming milestone as the launch of the first Nintendo (other-otc: NTDOY.PK - news - people ) console, the Game Boy, Xbox Live and even the first massively multiplayer online game (via Wired).


Ngmoco is an iPhone games publisher, and the San Francisco-based company just picked up $10 million in a second round of funding—so Young has a vested interest in generating buzz about iPhone games. But Kotaku notes that he backed up his bold claim with some evidence:

—The iPhone is expanding the mobile-gaming market: Apple (nasdaq: AAPL - news - people ) has sold more than 17 million iPhones worldwide, so there’s no need for people to buy another device like a PSP or Nintendo DS. The user base runs the gamut from tech-savvy teens to business executives, which means a greater interest in a wider variety of games. And they’re also ravenous for apps: people have downloaded more than 800 million apps in the eight months the App Store has been open.

—The open platform is a game developer’s dream: Apple’s basic developer kit costs $99, meaning individual publishers can quickly create a game, get it into the App store and scale it out on their own. There’s no need to jump through the hoops that have historically made creating games for companies like Sony (nyse: SNE - news - people ) and Nintendo more difficult.

That’s partly what has enabled startups like Tokyo-based Genkii to turn a simple feature, like enabling Second Life users to send IMs to each other through the iPhone, into the potential for a standalone iPhone-based virtual world—complete with avatars, virtual currency and streaming audio (via TechCrunch).

The iPhone has limitations as a gaming device, just like the Wii (or the Xbox 360 or PS3, for that matter): The low barrier to entry means that lazy developers can quickly put out poorly functioning games—and if iPhone owners pay for one too many disappointing game apps, they’ll stop buying. There’s also too much clutter: with more than 25,000 apps, even very good games may find it hard to get noticed (without the bump of being featured in an iPhone commercial).

So, whether the iPhone will evolve into a gaming platform that ultimately overtakes the Wii is still up in the air, but it’s clear that Nintendo (and even Sony) have taken notice: both companies are pushing game downloads as the next hot thing for their portable gaming devices now, with new announcements expected to roll out over the next few days at GDC.





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The new online gaming service lets players stream games on computers and TVs.


SAN FRANCISCO--When serial entrepreneur Steve Perlman founded tech incubator Rearden, he says he had a simple goal: to take risks on wildly disruptive new business ideas. Perlman's latest idea is a doozy. If it works as promised, Sony, Microsoft and Nintendo's console efforts could be in big trouble.

The idea Perlman is unveiling Tuesday at the 2009 Game Developers Conference is simple, even if the execution is mind-bogglingly complex: Move videogames online and give players access to the latest games on cheap computers or on even cheaper "microconsoles" the size of a pack of cigarettes.

Perlman promises that his new company, OnLive, can deliver the latest games, instantly, on any TV with a cheap "microconsole" or on a Mac or PC via a conventional DSL or cable broadband connection. No need for the latest machine equipped with a powerful multi-core processor or a pricey graphics card.

The catch: The online game service has to move the data from the server hosting the game to the user, and back, quick enough that a gamer won't notice any lag between his input and what he sees on the screen.

Crack that problem, however, and a number of others go away. There's no need for gamers to invest in a pricey console. No need to upgrade, either. Games hosted on servers can't be pirated. And Perlman says he'll be able to offer game developers a fatter slice of the revenues than they can get by working with retail channels stuffed with middlemen.

Of course, OnLive first has to solve the tricky business of moving information between a gamer and a remote server. Perlman, a former Apple (nasdaq: AAPL - news - people ) principal scientist and founder of WebTV, is confident he's gotten there, and he says he's filed for plenty of patents, too. "The good thing about doing something insane like this is it's easy to patent," Perlman says. "I think if I knew how big a problem this was to solve I would not have done this."

To demonstrate the system for a reporter, Perlman loaded up "Crysis," a game notorious for pushing even $2,000 gaming rigs past their limits. He then showed off the lush foliage and the gently undulating waves of the game's tropical battlefield, as another player snuck up behind to conk him on the head as others watched the action.

In other words, OnLive promises more than just access to the latest games. Because the games are played on a server, OnLive also allows fans to watch live games, join games at any point or share video clips of their exploits with friends.

Perlman says the service is supported by a wide range of game developers, including Electronic Arts (nasdaq: ERTS - news - people ), Ubisoft, Take-Two Interactive Software (nasdaq: TTWO - news - people ), Warner Bros. Interactive Entertainment, THQ (nasdaq: THQI - news - people ), Epic Games, Eidos, Atari Interactive and Codemasters.

So will it work? Success will lie in the details. Will the experience please demanding hardcore gamers, whose opinions are influential among the wider community of gamers? Will gaming publishers pile into the platform with enough content to compete with game consoles boasting hundreds of titles? Will the company be able to charge enough money to cover the costs of the hardware it will use to play all those games?

We'll find out. OnLive will give videogame developers a chance to try out 16 playable titles this week in San Francisco.






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Microsoft and Sony will talk up their console-centric home entertainment plans in back-to-back keynotes at CES.

Ever since the debut of the Atari 2600 in 1977, if a console vendor's gaming instincts were not clean and strong, consumers would hesitate at the moment of truth. The consoles would not sell. And console makers died.

It's now clear that lesson was lost on Microsoft (nasdaq: MSFT - news - people ) and Sony (nyse: SNE - news - people ). Expect Microsoft Chief Executive Steve Ballmer to talk a lot about the Xbox 360 at the Consumer Electronics Show in Las Vegas on Wednesday, and Sony Chief Howard Stringer to highlight the role of the PlayStation in that battle as part of his CES keynote the next day.

For now, at least, the two consoles lag far behind Nintendo's (other-otc: NTDOY.PK - news - people ) Wii, in large part because of the Wii's low price and focus on family-friendly games. As Microsoft and Sony tried to transform their gaming consoles into set-top supercomputers able to juggle any kind of home entertainment, tiny Nintendo snuck by to grab the console crown from Sony's Playstation 2.

So what went wrong? An insider-y new book, The Race for the New Game Machine, due out later this year, and reviewed by the Wall Street Journal, sheds some light on what happened.

The account, written by a pair of IBM (nyse: IBM - news - people ) engineers, documents the effort by Sony, Toshiba (other-otc: TOSBF.PK - news - people ) and IBM to create a new processor for the PlayStation 3. It now looks like Sony got taken, with Microsoft ordering a processor from IBM that took advantage of much of the work done by Sony and its partners to create the cell.

The result: The feature-laden PlayStation 3 now starts at $379, Microsoft's Xbox 360 starts at $199 and the Wii, after starting out as the cheapest of the trio, now goes for $249. "Sony almost crippled themselves pursuing Microsoft's vision because they over-engineered it," says Wedbush Morgan analyst Michael Pachter. "They were really thinking about a home media center."

All that engineering, however, has yet to pay off. According to figures released by Nielsen Media Research, Sony's old PlayStation 2 is still the most used gaming console, accounting for 31.7% of the time spent playing. The Xbox 360 was second, with 17.2%, then the Wii with 13.4%. The original Xbox still gets 9.7% play time, but Sony's latest console, Playstation 3, racked up just 7.3% of total console usage time.



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The Nintendo Wii is good. Accessories make it great.

Mom bought you an Atari when you were a kid. Now you've decided to return the favor and buy her a Wii.

Clever. Not only does this thing boast games your Mom will love--hey, you can't even get "Gears Of War" on this thing--it gives Mom the tools she needs to make Grandma time a hit, every time.

Plus stashing the family console at Mom's house means you can splurge on a few accessories for the gang, without turning the kids into spoiled videogame junkies. And the Wii's group-friendly games means Mom can always join in the fun.

In Pictures: What Your Wii Needs

Other consoles have long sported eccentric accessories, of course. Steel Battalion, for the Xbox included a yard-wide game controller complete with foot pedals, a gear-shift and an eject button. PC games sport options that are even more outlandish. Aviation enthusiasts, for example, can buy everything from a simple stick and rudder for their virtual planes to elaborate plastic cockpits. It doesn't get much geekier.

The Wii's best accessories, however, are different because they build on the original Wiimote controller's motion-sensitivity to make videogames about much more than mashing buttons and wiggling joysticks. In fact, combining family-friendly games with motion sensitive controls has turned a once geeky pastime inside out.

Take the Wii Fit. The kit includes a balance board that allows adults to master basic yoga, track their weight and improve their balance. And it makes other games, like the "Wii Ski" a blast not just to play, but at parties where you can watch your friends try to shimmy their way down virtual ski slows.


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How To Have Wii Fun

Business 2008. 12. 16. 06:58

Sorry to spoil Santa's secret, but at least 2 million of you will wake up during the holidays to discover you're the proud owner of a shiny new Wii. During November, Nintendo sold an unprecedented number of consoles, reports the NPD Group, driving the total population of Wiis in the U.S. to 15.4 million. Nintendo's waggle-controlled consoles are now owned by some 20% of the U.S. population.

And of course you want a Wii; it is only the hottest holiday wish-list item since Hypercolor tees. And with the Wii's widespread appeal--bringing family members of all ages together for bouts of virtual tennis or bowling--its an easy gift everyone will enjoy. Kids want to be blasting away at on-screen targets with the Wii Zapper. Friends want to share their "Animal Crossing" experiences, live, over the Internet with the chat-capable Wii Speak. We all want to design our own Mii so we can watch its body inflate and deflate as we progress through "Wii Fit's" workout regimen.

It is not just the console, though, whose sales are soaring. The past two years have been a Battle Royale of sorts as consumers have stalked UPS delivery trucks and harassed GameStop (nyse: GME - news - people ) employees in the hopes of snagging an all-too-scarce Wii. With the steady influx of new owners, every old Wii game is new again. Unlike most videogames that, at best, have a three-month retail shelf life, six-month old Wii games still top the monthly best-sellers lists.

Personal trainer "Wii Fit," which was released last May, sold 697,000 copies this November. "Wii Play" is over a year old, but sold almost 800,000 units last month--rivaling sales of Microsoft's (nasdaq: MSFT - news - people ) Xbox 360. The six-month old "Mario Kart" sold over 600,000 copies. Conversely, the new "Guitar Hero: World Tour" sold less than half a million copies on the Wii.

"We are seeing a new paradigm where titles such as 'Wii Play' continue to perform in the top 10 month after month," says Cammie Dunaway, Nintendo of America's executive vice president of sales and marketing. "With so many new consumers discovering videogames, these titles are something they haven't experienced." Even "Wii Music," which had disappointing sales at launch, is "picking up steam," Dunaway says. That means Nintendo (other-otc: NTDOY.PK - news - people ) games are no longer constrained to the narrow "launch window" demand curve that the industry thought governed most videogame sales. And it puts Nintendo in the position of trying to craft new retail strategies to ensure its games remain visible amidst all the new titles popping out for the Wii.

That explosion of games creates something of a dilemma for new Wii owners. Some 306 games were released for the Wii console in 2008 compared to 264 for the Xbox 360 and 201 for the PlayStation 3, according to EEDAR's GamePulse database. This glut of content--much of which isn't very good--makes buying a Wii game a leap of faith. Publishers want to capitalize on the growing audience of Wii gamers, but few outside of Nintendo have learned how to make a good Wii game. The average review score for games on the console is 62 out of 100.

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Nintendo products top Amazon's list of videogame best sellers.

You are going to get sick of hearing it: Videogames are recession proof. According to comScore, spending on videogame consoles, games and accessories also increased 9% during the first week of December. Meanwhile, sales of other home entertainment mediums--music, movies and videos--declined 24%. (See "Cyber Monday's Electronics Bonanza.")


What videogames grabbed the attention of budget-conscious consumers? Here were the hot sellers on Amazon.com (nasdaq: AMZN - news - people ) on Dec. 1, also known as Cyber Monday:

1. Midway's Game Party (Wii)

2. Wii Remote Controller

3. Wii Nunchuk Controller

4. Nintendo DS Limited Edition Pink Ribbon

Posted by CEOinIRVINE
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Stop wasting money: video games and energy efficiency

      

 

Kids playing video games (iStockPhoto)

Video game consoles consume a "staggeringly high" amount of energy, according to a report the Natural Resources Defense Council is releasing on Wednesday. How much electricity do they use each year? About as much as it takes to power the city of San Diego.

There's plenty of room for improvement. We can cut our nation's electricity bill by more than $1 billion and avoid 7 million tons of carbon dioxide emissions each year, according to the report.   

How much can you personally save? Depends on what brand you choose. The Sony Playstation 3 and Microsofts Xbox 360 use as much as nine times more energy than the Nintendo Wii.

Habits play a crucial role as well. The systems use nearly the same amount of power when they are turned on and idle as they do when you are actively playing a game or watching a movie. If left on continuously, the Playstation 3 or Xbox 360 will consume the same amount of energy as two new refrigerators over the course of a year.

Here's how the three major brands stack up against each other:

NRDC pay to play graph

Image from NRDC "Lowering the Cost of Play" report

  • Sony Playstation 3 is the most power-hungry model. For the 2007 version, you'll spend about $12 a year if you turn the console off when you're not using it, compared to about $134 if you leave it on all the time.  
  • Microsoft Xbox 360 ranks a close second. If you shut it down when you're not playing a game or watching a movie, it costs about $11 to operate annually. Leaving it on continuously will cost you $103.  
  • Nintendo Wii uses significantly less energy than the others. It costs about $3 a year if you turn it off after use, compared to about $10 if you don't.   

The comprehensive report outlines significant changes industry needs to make. For now, though, here's what consumers can do to make a difference.   

  • Always turn the system off when you are done playing a game or watching a movie. Don't assume that just because you turn off the TV that your console shuts down too. It doesn't. If you're in the middle of the game, save it so that you can pick up where you left off.
  • Enable the automatic power down feature, which will shut down your device if it's left idle for a certain amount of time. This isn't always easy to do and you might need to install software first so click here for step-by-step instructions.
  • Limit movie watching on gaming devices. Viewing movies on a stand-alone unit is a lot more efficient. The Playstation 3, for example, uses five times more power than the stand-alone Sony Blu-Ray player to play the same movie.
Environmental journalist Lori Bongiorno shares green-living tips and product reviews with Yahoo! Green's users. Send Lori a question or suggestion for potential use in a future column. Her book, Green Greener Greenest: A Practical Guide to Making Eco-smart Choices a Part of Your Life is available on Yahoo! Shopping.

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Recession-Proof Wii

Business 2008. 11. 13. 06:50

Demand for the game console is still strong despite the down economy.

The question on every parent's mind this holiday season: Will I be able to finally find a Wii for my kid? The short answer: Probably, if you start shopping now. The hunt for Nintendo's elusive white console--widely credited with expanding the videogame market to include every grandparent, woman and child--has instilled a Captain Ahab-like doggedness in consumers. Tales of parents stalking UPS trucks, putting their local GameStops on speed dial or spending three times the $249 retail price to snag a system off eBay are commonplace.

That's why Nintendo (other-otc: NTDOY.PK - news - people ) was quick to mention in October that it would ship 50% more Wiis to North American retailers this holiday season than it did last year. Based on 2007 fourth-quarter sales compiled by NPD Group, that means some 4.3 million Wiis likely will end up lining shelves. Whether that will be enough, even Nintendo doesn't know. "We're in unforeseen territory," Nintendo of America President Reggie Fils-Aimee said in October. "We are selling hardware at rates that no system has ever experienced."

Market research firm EEDAR estimates that October was the first month that Wii supply and demand were nearly equal since the console's launch in November 2006. An estimated 850,000 Wiis arrived in North American stores during the month of October, and it is expected that all but 100,000 were sold. "This will be a much less stressful shopping year than it has been for the last two years," says Bob McKenzie, senior vice president of merchandising at GameStop (nyse: GME - news - people ). "For the month of November we have sufficient product to meet consumer demand ... we're in the best position we've been in since the launch."

A lot of kudos should be handed to Nintendo's marketing team for sculpting the hit. Images of folks batting about virtual tennis rackets in their living rooms in "Wii Sports" drove initial sales. Then last May, Nintendo spiked demand again when it released "Wii Fit." Now videogame publishers are devoting entire product labels to the Wii, including All-Play from Electronic Arts' (nasdaq: ERTS - news - people ) sports division, Play Zone from Ubisoft and Activision's (nasdaq: ATVI - news - people ) Wee 1st.

While McKenzie says GameStop is fully stocked, he warns that people will have a harder time finding Wiis the longer they wait. EEDAR analyst Jesse Divnich also recommends buying now, expecting that Wii demand will once again outstrip supply. The new emphasis on saving among American families is likely to drive up demand for the console, he says. The videogames industry has been largely unaffected by economic downturns, and consumers still want escapist entertainment--perhaps more so now as a deep recession looms. And while $60 is a hefty upfront investment for a videogame, it often lasts 20 or more hours whereas a $10 movie tickets nets about two hours of entertainment.

For the family entertainment dollar, consumers will find it hard to beat the Wii, Divnich says. So take advantage of the supply surge and get your Wii before they're gone.




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